using ns;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace ns
{
    public class magicState : FSMState
    {
        public override void Init()
        {
            StateID = FSMStateID.magic;
        }
        public override void EnterState(FSMBase fsm)
        {
            base.EnterState(fsm);
            fsm.animator.SetBool(fsm.chParams.magic_e, true);
            fsm.transform.position += Vector3Int.right;
        }

        public override void ExitState(FSMBase fsm)
        {
            base.ExitState(fsm);
            fsm.animator.SetBool(fsm.chParams.magic_e, false);

            fsm.transform.position = (fsm.location == fsm.magicposition) ? fsm.magicposition1 : fsm.magicposition;
            fsm.magicout = false;
        }
    }
}

